blob: 780c07ec94790deb6ca1f395ccfaea12e4ccb280 (
plain) (
tree)
|
|
//=============================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// File: PauseContext.h
//
// Description:
//
// History: + Created -- Tony Chu
//
//=============================================================================
#ifndef PAUSECONTEXT_H
#define PAUSECONTEXT_H
//========================================
// System Includes
//========================================
//========================================
// Project Includes
//========================================
#include <contexts/context.h> // is-a Context
#include <input/controller.h>
//========================================
// Forward References
//========================================
//=============================================================================
//
// Synopsis:
//
//=============================================================================
class PauseContext : public Context
{
public:
// Static Methods for accessing this singleton.
static PauseContext* GetInstance();
bool IsWaitingForContextSwitch() { return m_waitingForContextSwitch; }
void SetWaitingForContextSwitch( bool tf ) { m_waitingForContextSwitch = tf; }
protected:
virtual void OnStart( ContextEnum previousContext );
virtual void OnStop( ContextEnum nextContext );
virtual void OnUpdate( unsigned int elapsedTime );
virtual void OnSuspend();
virtual void OnResume();
virtual void OnHandleEvent( EventEnum id, void* pEventData );
private:
// constructor and destructor are protected to force singleton implementation
PauseContext();
virtual ~PauseContext();
// Declared but not defined to prevent copying and assignment.
PauseContext( const PauseContext& );
PauseContext& operator=( const PauseContext& );
// Pointer to the one and only instance of this singleton.
static PauseContext* spInstance;
Input::ActiveState mOldState;
bool m_quitGamePending : 1;
bool m_waitingForContextSwitch;
};
// A little syntactic sugar for getting at this singleton.
inline PauseContext* GetPauseContext() { return( PauseContext::GetInstance() ); }
#endif // PAUSECONTEXT_H
|